Software Import and Contacts Between European and American Cracking Scenes
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“Amis and Euros.” Software Import and Contacts Between European and American Cracking Scenes Patryk Wasiak Dr., Researcher [email protected] Institute for Cultural Studies, University of Wroclaw, Poland Abstract This article explores practices of so-called “software import” between Europe and the US by the Commodore 64 cracking scene and reflects on how it was related to the establishment and expression of cultural identities of its members. While discussing the establishment of computer games’ transatlantic routes of distribution with Bulletin Board System (BBS) boards, I will explore how this phenomenon, providing the sceners with new challenges and, subsequently, new roles such as importer, modem trader or NTSC-fixer, influenced the rise of new cultural identities within the cracking scene. Furthermore, I will analyze how the import of software and the new scene roles influenced the expression of cultural distinction between American and European sceners, referred to as “Euros” and “Amis” on the scene forum. Keywords: Europe, United States, crackers, cultural identity, modem, software piracy Introduction The aim of this article is to provide a historical inquiry into cultural practices related to the so called “software import” between Europe and the US, within the framework of the Commodore 64 cracking scene. In the mid-1980s several crackers from European countries and the US established direct and regular contacts with the computer modem Bulletin Board System (BBS) boards. In the existing studies the cracking scene is considered primarily as a social world of crackers (Vuorinen 2007), a particular form of hacker culture (Thomas 2003; Sterling 1992). This study intends to broaden the existing academic work by considering how the transatlantic circulation of cracked software and its appropriation influenced the establishment of cultural identities. For the sake of this article, I will consider the transatlantic software import as a form of “circulation of commodities in social life” within the cracking scene (Appadurai 1986, 8). While doing so, I will explore two interdependent aspects of such social life related to the transatlantic import of software considered WiderScreen 1–2/2014: Skenet – Scenes as a primary “commodity”. The first one is the emergence of the new cracking scene roles such as importers, modem traders, BBS sysops (Bulletin Board System board administrators), and TV signal fixers known as PAL- (Phase Alternating Line) and NTSC (National Television System Committee)-fixers. The second aspect of the cracking scene’s social life that I will further analyze is manifestation of the belonging to the European or American scenes on the scene forum. Security gaps which came up after the AT&T divestiture in 1984 enabled American “phreaks” (Lapsey 2013) who were experimenting with obtaining free access to telephone lines to establish frequent connections with European crackers. Members of cracking scenes from both regions established “import groups” aimed at importing software from the other side of the Atlantic. Software artifacts circulated by import groups were not only made physically available but were also adapted to the local TV signal system with “PAL“ or “NTSC fix” Software import also influenced contacts between two different hacker cultures: the consolidated European cracking scene of the 1980s and the heterogeneous American hacker cultures with both cracking and hacking/phreaking (H/P) scenes. The practice of cracking, that is the appropriation of a software object and transforming it into a scene artifact (Vuorinen 2007), can be considered as an instance of “commoditization” (Kopytoff 1986) in which a generic object becomes a commodity with some new values relevant for the particular community. For the members of the scene, software import between the US and Europe was a further step in the commoditization. It meant that software had to be physically moved across the Atlantic with a modem and adapted to local TV signal systems. Such processes of commoditization became practices and further challenges. Rehn (2004) explained the mechanism of competition and challenge as a social structure that defines the internet warez scene, but his analysis is also relevant for the pre-internet cracking scene: The scene is through this permanently engaged in a circle of challenges, a tournament where the reputation/honor of the participants is tied to their ability of keeping up with the competition. Consequently, participants are continuously recounting their history of releasing (i.e. participation), and working hard to maintain status. (Rehn 2004, 366.) I will show below how the expansion of such logic of tournaments shaped the transatlantic software trade. The establishment of import groups was influenced by the prestige competition within the cracking scene, in which both the import and sending of cracked software outside the local milieus were considered as a significant merit. Such contacts also made the crackers express their opinions WiderScreen 1–2/2014: Skenet – Scenes on other members of the exchange network through numerous articles in scene disk magazines. While reading sources produced by crackers themselves, I was struck by the frequent use of the word “European,” often abbreviated as “Euro”, used in relation to a member of a cracking scene from one of the European countries. The study of relations between “Amis” and “Euros” helps us to understand how members of the cracking scene shaped their cultural identities with reference to some broader values related to American or European culture. This article is divided in three parts. In the first part I will discuss historical trajectory of the rise and demise of the transatlantic software import. I will also explore how the possibilities and constraints of information and communication technologies of the 1980s influenced the establishment of transatlantic software import. The second part covers the establishment of several new scene roles and cultural identities due to challenges related to the software import and fixing. The third part reflects on the role that the software import played in the shaping of cultural identities of the members of hacker cultures from the US and European countries. Discussions in crackers’ disk magazines concerning the practices of software cracking, import and calling the other side of Atlantic show how young computer users conceptualized the identities of “Europeans” and “Americans”. My historical inquiry includes content analysis of disk magazines, personal testimonies and interviews, as well as analysis of imported software artifacts. However, any study of American hacker culture of the 1980s encounters a serious difficulty. The forum of the European cracking scene were disk magazines which are carefully preserved in several online collections. The American scene included mostly BBS electronic communities (Sterling 1992). Documents circulated on BBS boards were ephemeral and are scarcely preserved. Only very limited number of BBS sources are preserved as “textfiles” archive (http://textfiles.com/). While writing this article, I studied the available crack intros released by American groups and very scarce American diskmags. Still, due to the vast availability of European sources compared to very limited number of American sources, this essay may seem to be one-sided. Establishment and Demise of Transatlantic Import Routes To understand the development of software import groups within the framework of the C-64 cracking scene, it is necessary to take under consideration a broader perspective of the home computer market of the 1980s. The C-64 introduced in 1982 was the first affordable home computer which became a market success in both the US and numerous countries in Western Europe (Bagnall 2011). Other hardware platforms were popular in specific countries or regions. For instance, the Apple II became a success only in the US while the ZX Spectrum only in the UK and in some WiderScreen 1–2/2014: Skenet – Scenes countries of continental Europe. The popularity of the C-64 caused a quick growth of the software industry dedicated to this platform. The general context of the rise of recreational software market in that time was discussed by Martin Campbell-Kelly (2003, 269-301). In the 1980s home computer software industry, which was mostly publishing games, primarily included small companies with limited organizational and financial capacities not only related to conducting overseas marketing campaigns but even production of material copies of software. The growth of large software publishers began only in the next decade. In the early 1980s small companies had simply not enough resources and funds to enter foreign markets. In the US C-64 games were published by US Gold, Ocean, Electronic Arts (a small company at that time) and Microprose. In the UK games were published by Codemasters, Mastertronic and Virgin Games. Aside from the UK market, those companies distributed games in few other European countries only. According to some crackers, not only different games were published in the two regions, but European games had a different style. As Mitch from Eagle Soft Inc. (ESI), the most significant US import group (Figure 1), claimed: “What the Europeans got out of the SID and VIC-II (C-64 sound and graphics chips) [...] some amazing demos, some amazing graphics. American games always had better game play [...] but Euro games looked cool.” (Interview with Mitch in Jazzcat 2006.) Figure 1. Eagle Soft Inc. crack intro,